Posts for Derakon


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Ah, then you're talking about a non-ideal situation, and it's generally a good idea to clarify that. :) You did mention friction preventing sliding, but it's usually a good idea to specify that some energy will be lost from these interactions. That gets sufficiently involved that I don't really feel up to trying to work it out.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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I'm assuming the prism is initially aligned so each point is at a constant elevation, one face is flat against the surface, and the impulse is straight up the slope with exactly enough force to cause a single revolution.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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There must be some energy loss for the pencil to stop. In an ideal setting (no losses from friction, air resistance, etc. and no outside inputs after the initial impulse), I'm not seeing where this energy would go. Thus in such a setting, the pencil should continue rolling indefinitely even on a level surface. As soon as you slope the surface up, though, the pencil will start making net KE -> PE trades with each revolution, and will eventually lack the KE to push itself over the energy barrier to the next revolution. My question then is, what is the uphill slope at which the pencil will start rolling back down instead of coming to a stop? :)
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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There's always a cost-benefit analysis to be done on known improvements. The cost is how much effort it will be to re-do the run to incorporate the improvement, and the benefit is how much time it will save. It's up to the runner to decide when it's worth their time to incorporate improvements. Too strict and the run never gets finished, too loose and the run isn't entertaining. Thus the audience basically votes on if the runner made the right choices. Clearly Alaktorn falls at one of the extreme ends of the spectrum here, since he thinks it'd be worth re-doing a significant portion of a lengthy movie for a few seconds' gain. That's fine; it's his opinion. If we didn't want the audience's opinions then there wouldn't be a poll. He may not be presenting his opinion in a manner that respects the effort already put into the run, but that's a separate issue, and one that probably shouldn't be discussed publicly.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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I don't follow. TASing by definition implies full control over all inputs to the system, which would have to include the source of randomness a "true RNG" implies. If your game system includes a radioactive source and a Geiger counter, for example, then a TAS-capable emulator of that system would have, as one of its inputs, the particle count for the frame. Or alternately, the emulator would include a simulated (not truly random) radiation source, which converts the randomness problem into standard PRNG manipulation.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Looks good! Shame about the minibosses, but the rest was quite nice.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Curious, what do you find frustrating about it? Aside from the seeming impossibility of the tower level on Hard (you have to know about duck-launching to get extra altitude, otherwise you can't scale the tower) I generally found it to be a reasonable challenge. You just have to be methodical. Then again, that's me these days. Twenty years ago I might well have had a different opinion.
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The levels are a bit more interactive if you don't just fly past everything. :)
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This video has an amusing (and well-made!) remix of the Spelunker music, which seems apropos.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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In an interesting bit of recursion, the Ninja Five-O screenshot is being used to form the bulk of the background of the mosaic. :)
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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A quick look at a FAQ suggests that the merchants change what they sell when you whip them.
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Thanks for the encode, Nahoc! The run looked good! Nice work. :)
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There's no attachment support, but you can upload your smv file to Microstorage and post the resulting link here. Welcome to TASVideos!
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Yeah, I didn't try to do all the images at once. Much easier on my brain to do them one at a time and for me it didn't really matter since there were only ~20 images to append anyway. You have far more images to deal with so one at a time would probably involve too much memory loading/unloading to be performant, but one column at a time (or some similar limited-but-large number of macro pixels) would probably work just fine.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Hm, I've used ImageMagick to compose an 18000x18000 image. It wasn't exactly what you'd call fast, but it worked just fine. In my case I started with an 18000x18000 base and overlaid smaller images on top of it (the final output being a 10x bigger version of this image), but I don't see why you couldn't achieve a mosaic through judicious use of the -append and +append commands and a few intermediary images.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Sounds vaguely like Spectre VR. That was usually played from a first-person perspective but it had a top-down view. You fought tankbots, ran over green squares to reload ammo and health, and picked up flags.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Post subject: Re: #3147: Mothrayas's SNES Mega Man X3 "best ending, 100%" in 43:52.33
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TASVideoAgent wrote:
Production of this TAS started on 07/01/2011 and is finished on 03/05/2011, almost 4 months later.
Uh huh. Looking forward to the encode! EDIT: oh, dur, that's DD/MM/YYYY date format, a.k.a. one of the two sane date formats. Silly me, you didn't finish the TAS four months before starting. Carry on!
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Mister Epic wrote:
What would be the best is that you can make full-resolution mosaics, like without any resize, so we can see every detail about the screenshots you've used. But, on the other hand, the current image files are already big, in terms of file size, and that would make them bigger.
I think a better way to try this might be to have each screenshot account for more pixels in the macro image. How good of a mosaic can you make when each screenshot represents a 3x3 grid of pixels? Then image structure becomes much more important.
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That does look better, yes. Nice work!
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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I get the impression that Saturn has largely given up on TASVideos and posted the video to the workbench mostly to give it extra publicity. Little point in getting into a big argument with the judges if he's confident it won't get accepted anyway. And let's be honest here -- there really wasn't any way it would have been accepted, as DarkKobold neatly explained in his rejection note. Of course this is just supposition on my part.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
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Quibus wrote:
Desyncs? Isn't that just caused by bugs in the emulator?
Sure, but it makes TASing harder, doesn't it? For that matter, any game on the PS2/360/PS3 should qualify, since we can't TAS them yet...
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I suspect that in general any situation in which very careful optimization performed throughout the entire run can save a small handful of frames is one that meets these requirements. The realtime speedrunner isn't going to be able to do these optimizations reliably, and the gains aren't big enough to make it worth their time to keep trying until they manage it through persistence. The TASer of course can do the optimizations, but that doesn't necessarily make them any easier to manage. Lag control and luck manipulation are two obvious sources of this kind of problem. Complex movement patterns probably also qualify -- subpixel manipulation, for example.
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Are you weighting R, G, and B equally? If I recall correctly human vision gives more weight to G than the other two so your distance algorithm should have custom weights for each channel. This page has some more information (scroll down to the "RGB -> XYZ conversion" section). I don't think it makes much difference, but it's interesting to know about.
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Seems to work pretty well, but using all the screenshots to make a larger screenshot means that the larger image has large areas that are all the same color, which result in the same smaller screenshot being used over and over again. Maybe if you used the program to recreate one of the N64 or PSX screenshots?
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If savestates are compatible across versions (or even if just memory watch is) you should be able to run the movie on each emulator and checkpoint it by comparing the hash of its savestate (or by reading out the console's memory and doing similarly). Obviously this only works if you have a version on which the movie is known to work.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.